Warlander

DeedPlanner 3.1.1 - 3D house and deed design tool

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not sure what I am doing wrong but everything is floating?

 

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do you mean the deed is at the wrong altitude? (submerged)
if that is the case, export a new .map  .. that's an old export error that has been fixed

Edited by Steveleeb

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10 hours ago, Steveleeb said:

do you mean the deed is at the wrong altitude? (submerged)
if that is the case, export a new .map  .. that's an old export error that has been fixed

Actually, everything is floating above the ground and I just exported the deed yesterday.  I looked at it closer and my deed is mostly flat but there is an area that is 13 slope lower than the rest. this is the height the deed is set at and everything else is floating above that 13 slope. So trees, hedges, buildings are all in the air.

 

I finally was able to get it to load properly. Not sure why that happened but I guess the old bug is still persisting.

Edited by Cymmy
  • Like 1

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There is an issue with freedom guard towers and marble planters. They are showing up with a pink texture and snapping a copy to the bottom left corner of the map. If you try it on a new map it will not let you place it down it just snaps it to the corner.

 

 

Edited by Kegan

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2 hours ago, Kegan said:

There is an issue with freedom guard towers and marble planters. They are showing up with a pink texture and snapping a copy to the bottom left corner of the map. If you try it on a new map it will not let you place it down it just snaps it to the corner.

 

 

 

It was bug related to materials caching combined with memory management, will be fixed in the next minor release.

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I've got a little issue when I export my deed into deedplanner.

Everything seems to work fine besides that none of my sandstone roads come over, they remain grass.

This is sandstone bricks and slabs.

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Gud'morning Warlander,  Tuesday, May 19th, 2020 at 12:14 GMT

 

Was given a link to the new 3.1 Alpha this morning .  So I decided to try the Browser version this morning to see if it was easier to use then the old version 2 series.

 

Also aware it is in Alpha Test so I am working with an in development version which is still getting the wrinkles worked out but thought I would have a look.

 

First thoughts...

 

Impressive interface on the side bar to the right.

But I immediately noted No Slider Bars at the bottom to move around in a large MAP image.

 

So I thought "keep going, its an Alpha and he needs input from testing".

 

Decided to try and Load the latest MAP Export I just did of my Deed.

 

Clicked on the Load button, opens the Load window okay.

 

Clicked on Load from File and Nothing happens. :(

 

Thought you should know.

 

SO I Closed the browser window and decided to retry 2.8.0.  with an older map.

 

Once again experienced the extreme frustration of trying to zoom in to a building I want to edit on top right of the Map and it only zooms in to the bottom left corner.

 

Once again found No obvious way to move or drag the map to the top right where the building I want to edit is located.

 

No slider bars.

 

SO......... Why is it one has to Puzzle solve and go thru a painful "how do we make this work" relearning process every time one decides to use it?

 

Having to got thru a frustrating, hair tearing Relearning Curve every time one wants to use this software is a definite disincentive to what is a lovely piece of deed planning software.

 

Can these ordinary features (map slider bars) found in every other piece of Mapping software I have ever used over the past 30 plus years of using surveying and mapping software please be included.

 

Thank you for your time and trouble.

Kindest regards,

Hughmongus

Cartographer of Indy

Co-Administrator - The Ablia Roads Map of Indy

 

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On 5/14/2020 at 8:55 PM, Timoca said:

I've got a little issue when I export my deed into deedplanner.

Everything seems to work fine besides that none of my sandstone roads come over, they remain grass.

This is sandstone bricks and slabs.

 

Export issue with in-game exporter. I will need to update it to export the sandstone roads properly.

 

1 hour ago, HughMongus said:

<snap> (long post, right above)

 

Hmm... I never thought about scrollbars right inside map view. Obviously they don't make sense in 3d and could be problematic in isometric view, but sound like something very useful for 2d and shouldn't be difficult to add as optional feature (likely on by default). I also need to add more in-program help in general, currently even basic controls aren't explained at all.

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Browser UI freezes, details below.

 

Before getting into the details I want to praise the work you have done.  Version 3 is really first class, and being able to run it in a browser with no download is beyond first class.  I added myself as a Patron and I urge other heavy users to do so if they are able.

 

Program version:

3.1.0 in Chrome Browser

 

How to reproduce: 

  • open Walls panel
  • expand Fences

What happened:

The list of available Fences is displayed but an error popup is also displayed.  After dismissing the popup the UI is frozen.

 

Expected behavior:

UI should not freeze

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4 hours ago, Gaffer said:

Browser UI freezes, details below.

 

Before getting into the details I want to praise the work you have done.  Version 3 is really first class, and being able to run it in a browser with no download is beyond first class.  I added myself as a Patron and I urge other heavy users to do so if they are able.

 

Program version:

3.1.0 in Chrome Browser

 

How to reproduce: 

  • open Walls panel
  • expand Fences

What happened:

The list of available Fences is displayed but an error popup is also displayed.  After dismissing the popup the UI is frozen.

 

Expected behavior:

UI should not freeze

 

I will look into this immediately, hoping to get the fix done and released tonight or late afternoon tomorrow. :)

 

Edit: Bugfix ready, will do next release tomorrow afternoon.

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DeedPlanner 3.1.1 bugfix is released! :) This is bugfix release to fix common WebGL crash and some objects not having textures.

 

Web version: https://warlander.github.io/DeedPlanner-3-web/

 

Changelog:

  • Fixed some objects with LOD's having invalid texturing
  • Fixed materials calculator floor-depending modes only working on floor 0
  • Fixed unfinished palisade gates WebGL crash
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Hey, sorry pester you, but I'm having deed planner issues.

 

I have a deed planner version 3.0.7_alpha, am trying to use this. I have issues with it and want to ask about it. But when I go to forums I am not finding this version anywhere. Has that issue been superseded?

 

I found this link for version 3.1.1. And I see on this page a link to the browser version for 3.1.1.

 

Well that browser version don't seem to work for internet explorer. Is that normal? I get this error when I try to open that browser version in internet explorer (since I can not get past this error, I can not use the browser version in internet explorer, please help here, thanks):

gAwscHc.jpg

 

That is my internet explorer not working w/ ur browser version.

 

Next.

 

Also. that browser version will not 'load from file' correctly when I click it (when using mozilla firefox browser). Is that normal? From this place (in the following) I am trying to 'load from file' (I click that big 'Load from File' button):

 

wSjSVJR.jpg

 

So when I click 'Load from File' , the button does seem to depress, but nothing else happens. I am not seeing how to 'load from file' since there is no 'next thing' no 'new window' no way to search around for my on computer file.

 

So I can not get your browser version to work over here. The fact is, I'd rather not use any 'browser version' since it is so darned finicky for me. Is there a 'NON browser' version of 3.1.1?

 

Ok that is my issues w/ this version of deed planner. Thanks your time.

 

I will post my issues w/ version 3.0.7_alpha once I find out if that is a supported version still or not. Again, thanks your time and thanks for making such a useful thing for Wurm, and thanks all your hard work on it.

 

Edited by TeeeBOMB
added a mia letter

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Program is known to not work on Internet Explorer due to it lacking WebGL 2 support required for rendering optimizations used in the program. I'm officially supporting Chromium based browsers like Chrome or Vivaldi, but Firefox should work as well.

 

Yes, there is an offline version of DeedPlanner 3.1.1, available here: https://github.com/Warlander/DeedPlanner-3/releases

 

I will check what's wrong with saving to file in WebGL version. :)

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2 hours ago, Warlander said:

I will check what's wrong with saving to file in WebGL version.

 

Thanks the update and link 🙂

 

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Is it possible to load the structures from another file into the current map design? That would be hella cool. Then it would be easy to use designs from other people and incorporate them into a main settlement layout.

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16 minutes ago, Hammer said:

Is it possible to load the structures from another file into the current map design? That would be hella cool. Then it would be easy to use designs from other people and incorporate them into a main settlement layout.

 

Currently it's not possible out of the box, but there is a tool made by @Yagawhich does exactly that.

 

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Is there any reason why my map files would show "corrupted or old file type" when trying to open DP3 maps with DPMapAssist?

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9 minutes ago, Hammer said:

Is there any reason why my map files would show "corrupted or old file type" when trying to open DP3 maps with DPMapAssist?

 

Unfortunately I don't know answer to this question - @Yagashould be able to say more about this issue. :) 

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43 minutes ago, Hammer said:

Is there any reason why my map files would show "corrupted or old file type" when trying to open DP3 maps with DPMapAssist?

 

I am sorry, but DPMapAssist is rather old and has never been updated to work with DP3. I *may* find some time to work on it, but tbh I am not sure if I can. (That tool never had more than a handful of users, so I kind of abandoned the project a while ago. Sorry :( )

 

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I started to use DP3 recently after being a long time DP2 user and had a few random comments / feature suggestions for you @Warlander

 

  • Make it possible to hide the shadows in 2D view - I've found compared to DP2 it makes it super difficult to work in this view because it's hard to see the tiles clearly
  • Speed up the 2D WASD camera movement a bit more as you zoom out - it seems to keep a constant speed no matter the zoom level but I think it would feel nicer if it scaled with the zoom level too else it takes ages to pan across a large map without using MMB dragging.
  • I love the new height editing in 3D view, but it would be great if there was a way to select by tile and not only the corner handles, as it's quite awkward sometimes to try and get all the corners you need and I find you need to keep shifting around the camera to try and avoid grabbing handles of other tiles that you don't want. If I could e.g. set the target height in the level area function and just click through each tile, or use the select + drag and be able to drag by tile face selection, that would save a lot of time. Basically like an option between vertex and face selection.
  • Not sure if there is one already, but a shortcut for moving up and down layers would be really useful too, something like ctrl + mousewheel up/down and secondary of pageup/down? 
  • A way to speed up frequent saving would be a major time saver, though I realise this isn't quite how DP is treating the map files at the moment, but usually you'd open a document, and then that's the active one and you could just ctrl-s and it'll save over it, whereas here you need to constantly go to menu->save map-> save to file -> pick the same file that's already open-> yes I want to overwrite. 
  • Being able to place objects in specific places now is great but I noticed right click removal is still wiping the whole tile of objects, would it be possible to change that to per-object removal as well?
  • Add a small delay to detecting the right button mouse button being held down to delete multiple walls, because this triggers now even if you only perform a click, so if you are looking at a wall and there's other walls behind it in the distance, if you right click to delete the near wall, it's like shooting a laser through the whole map and nuking every wall along the path. 

 

Edited by Substr

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Make it possible to hide the shadows in 2D view - I've found compared to DP2 it makes it super difficult to work in this view because it's hard to see the tiles clearly

 

This should be easy to add, the biggest problem is putting it somewhere visible in GUI. I will likely add it it in top bar and assign keybind to it.

 

Quote

Speed up the 2D WASD camera movement a bit more as you zoom out - it seems to keep a constant speed no matter the zoom level but I think it would feel nicer if it scaled with the zoom level too else it takes ages to pan across a large map without using MMB dragging.

 

Easy fix, I will make it scale dependent instead of constant speed.

 

Quote

I love the new height editing in 3D view, but it would be great if there was a way to select by tile and not only the corner handles, as it's quite awkward sometimes to try and get all the corners you need and I find you need to keep shifting around the camera to try and avoid grabbing handles of other tiles that you don't want. If I could e.g. set the target height in the level area function and just click through each tile, or use the select + drag and be able to drag by tile face selection, that would save a lot of time. Basically like an option between vertex and face selection.

 

Good idea, will likely require a lot of work. I will get to it after bridges and heightmap optimization are done.

 

Quote

Not sure if there is one already, but a shortcut for moving up and down layers would be really useful too, something like ctrl + mousewheel up/down and secondary of pageup/down? 

 

For moving up/down the floors? Good idea and something I will add as well.

 

Quote

A way to speed up frequent saving would be a major time saver, though I realise this isn't quite how DP is treating the map files at the moment, but usually you'd open a document, and then that's the active one and you could just ctrl-s and it'll save over it, whereas here you need to constantly go to menu->save map-> save to file -> pick the same file that's already open-> yes I want to overwrite. 

 

This one will unfortunately require a lot of work, but needs to be done - this is one of these things that can't work the same way on desktop and web, so I'm thinking about typical "open and edit save like in document editing programs" approach for desktop version and "store last edited map in browser memory" for WebGL.

 

Quote

Being able to place objects in specific places now is great but I noticed right click removal is still wiping the whole tile of objects, would it be possible to change that to per-object removal as well?

 

Not possible without huge performance impact and/or a lot of extra work due to most objects not having their own simple collision boxes, so that's out of scope. I might add smaller brush-like eraser, but you will still need to target ground below object instead of object itself.

 

Quote

Add a small delay to detecting the right button mouse button being held down to delete multiple walls, because this triggers now even if you only perform a click, so if you are looking at a wall and there's other walls behind it in the distance, if you right click to delete the near wall, it's like shooting a laser through the whole map and nuking every wall along the path. 

 

Good idea, and something that is easy to add under new input system.

 

I will be on 2 week vacations starting tomorrow so all development will be halted, but I want to dedicate more time to DeedPlanner once I will come back from vacations and catch up everything at home and work. :) 

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Hi there!  I haven't been able to export DeedPlanner files for a while now.  I didn't care too much, but now I have a new deed on Harmony and really want to be able to use it again, with the shape of my new spot.  DP 3.0 opens and loads old files just fine.  The problem is exporting it from Wurm, in the first place, always causes a client crash.

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29 minutes ago, Hypatia said:

Hi there!  I haven't been able to export DeedPlanner files for a while now.  I didn't care too much, but now I have a new deed on Harmony and really want to be able to use it again, with the shape of my new spot.  DP 3.0 opens and loads old files just fine.  The problem is exporting it from Wurm, in the first place, always causes a client crash.

 

Is the problem occurring with Steam WO or standalone WO?

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1 hour ago, Warlander said:

 

Is the problem occurring with Steam WO or standalone WO?

It has happened on both now.  I had hoped the switch to Steam would fix it.  

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The in-game Villlage Plan map also displays incorrectly on the Steam version and normally on the old client.  Both crash the game as I try to export, regardless.... Here is the crash info logged from the Steam version: 

Spoiler

Unexpected crash Trying to save deed plan The error was: <C:\Users\theBlack\Documents\MistyCliffs.MAP (The system cannot find the file specified)>

It's possible you might figure out what's wrong from the log file below, but if you can't, post the full log on the wurm online forums, and someone else might be able to help you.

Contents of console.log:
[20:28:38] 
[20:28:38] Preparing to enable console logging.
[20:28:38] Now logging to G:\Steam\steamapps\common\Wurm Online\gamedata\console.Kaneyn.log
[20:28:38] Time is Sat Aug 01 20:28:38 ADT 2020
[20:28:38] Running client version 4.2.17
[20:28:38]          client build# a01f3244b52636871eb4e8093a78e3f821fe51b1
[20:28:38]      client build time 2020-08-01 18:19
[20:28:38] 
[20:28:38] === System information ===
[20:28:38] Executing from G:\Steam\steamapps\common\Wurm Online\
[20:28:38] Operating system: Windows 10 (arch: amd64, version: 10.0)
[20:28:38] Java version: 1.8.0_201 (Oracle Corporation) <http://java.oracle.com/>
[20:28:38] Jvm version: 25.201-b09 (Oracle Corporation) [Java HotSpot(TM) 64-Bit Server VM]
[20:28:38] Available CPUs: 8
[20:28:38] 
[20:28:38] 
[20:28:38] === Wurm options ===
[20:28:38] animation_playback_self = 0
[20:28:38] ao_level = 1
[20:28:38] auto_mipmaps_enabled = 1
[20:28:38] auto_run_source = 0
[20:28:38] cavedetail = 2
[20:28:38] censor_chat = true
[20:28:38] collada_animations = 3
[20:28:38] colorItemsDamage = true
[20:28:38] color_black = 0.0,0.0,0.0,1.0
[20:28:38] color_cyan = 0.0,1.0,1.0,1.0
[20:28:38] color_enchant_desc = 0.5,0.5,1.0,1.0
[20:28:38] color_enchant_name = 0.0,0.5,0.5,1.0
[20:28:38] color_enchant_power = 0.0,1.0,1.0,1.0
[20:28:38] color_error = 1.0,0.3,0.3,1.0
[20:28:38] color_fuchsia = 1.0,0.0,1.0,1.0
[20:28:38] color_green = 0.4,0.72,0.47,1.0
[20:28:38] color_grey = 0.5,0.75,1.0,1.0
[20:28:38] color_lime = 0.5,1.0,0.5,1.0
[20:28:38] color_maroon = 0.5,0.0,0.0,1.0
[20:28:38] color_navy_blue = 0.23,0.39,1.0,1.0
[20:28:38] color_orange = 1.0,0.58,0.04,1.0
[20:28:38] color_outline_ally = 0.5,1.0,0.5,1.0
[20:28:38] color_outline_friend = 0.5,0.75,1.0,1.0
[20:28:38] color_outline_hostile = 1.0,0.0,0.0,1.0
[20:28:38] color_outline_neutral = 0.5,0.5,1.0,1.0
[20:28:38] color_purple = 0.5,0.0,0.5,1.0
[20:28:38] color_red = 1.0,0.0,0.0,1.0
[20:28:38] color_royal_blue = 0.5,0.5,1.0,1.0
[20:28:38] color_salve_acid = 1.0,1.0,0.0,1.0
[20:28:38] color_salve_fire = 1.0,0.0,0.0,1.0
[20:28:38] color_salve_frost = 0.0,0.0,1.0,1.0
[20:28:38] color_silver = 0.75,0.75,0.75,1.0
[20:28:38] color_system = 0.5,1.0,0.5,1.0
[20:28:38] color_teal = 0.0,0.5,0.5,1.0
[20:28:38] color_white = 1.0,1.0,1.0,1.0
[20:28:38] color_yellow = 1.0,1.0,0.0,1.0
[20:28:38] compressed_textures = false
[20:28:38] compressed_textures_S3TC = true
[20:28:38] contribution_culling = 200
[20:28:38] custim_timer_source = 1
[20:28:38] customTimer1 = -1|-1
[20:28:38] customTimer2 = -1|-1
[20:28:38] customTimer3 = -1|-1
[20:28:38] customTimer4 = -1|-1
[20:28:38] customTimer5 = -1|-1
[20:28:38] debug_mode = false
[20:28:38] defaultActions_source = 0
[20:28:38] depth_clamp_enabled = 2
[20:28:38] disable_select_all_shortcut = false
[20:28:38] display_settings = false:true:0:1024:768:32:-1:false:true
[20:28:38] enable_contribution_culling = false
[20:28:38] enable_debugs = false
[20:28:38] enable_lod = true
[20:28:38] enable_shift_drag = false
[20:28:38] enable_volumetric_fog = true
[20:28:38] enable_vsync = false
[20:28:38] enable_world_drag = true
[20:28:38] event_log_rotation = 2
[20:28:38] exec_source = 0
[20:28:38] fast_yield = false
[20:28:38] fbo_enabled = 2
[20:28:38] fog_coord_src = 0
[20:28:38] font_antialias = 2
[20:28:38] font_bold = 11
[20:28:38] font_default = 11
[20:28:38] font_header = 24
[20:28:38] font_italian = 11
[20:28:38] font_monospaced = 11
[20:28:38] font_static = 11
[20:28:38] fov_horizontal = 80
[20:28:38] fps_limit = 60
[20:28:38] fps_limit_background = 30
[20:28:38] fps_limit_enabled = true
[20:28:38] free_look_mode_disable_on_close_component = false
[20:28:38] free_look_mode_disable_on_combat = false
[20:28:38] free_look_mode_disable_on_open_component = false
[20:28:38] free_look_mode_sensitivity = 10
[20:28:38] game_client_thread_priority = 2
[20:28:38] glsl_debug_loading = false
[20:28:38] glsl_enabled = 2
[20:28:38] gpu_skinning = true
[20:28:38] gui_opacity = 3
[20:28:38] gui_skin = 1
[20:28:38] has_read_eula = true
[20:28:38] head_bob = false
[20:28:38] hide_cursor_with_ui = false
[20:28:38] hide_inactive_friends = false
[20:28:38] hide_menu_examine = false
[20:28:38] hide_menu_no_target = false
[20:28:38] hide_menu_spam_mode = true
[20:28:38] hide_menu_stop = false
[20:28:38] hide_onscreen_fail_messages = false
[20:28:38] hide_onscreen_hostile_messages = false
[20:28:38] hide_onscreen_info_messages = false
[20:28:38] hide_personal_goal = false
[20:28:38] high_res_binoculars = true
[20:28:38] hint_texture_scaling = 2
[20:28:38] impColumn = true
[20:28:38] inverse_mouse = false
[20:28:38] irc_log_rotation = 2
[20:28:38] irc_notif = 0
[20:28:38] item_creature_render_distance = 3
[20:28:38] key_bindings_source = 0
[20:28:38] keyboard_layout = 0
[20:28:38] limit_dynamic_lights = true
[20:28:38] loadInventoryStartup = true
[20:28:38] local_list_in_event = false
[20:28:38] lod = 1
[20:28:38] log_extra_errors = false
[20:28:38] log_gl_errors = false
[20:28:38] mark_text_read = true
[20:28:38] material_as_suffix = true
[20:28:38] max_dynamic_lights = 8
[20:28:38] max_shader_lights = 8
[20:28:38] max_texture_size = 2
[20:28:38] mega_texture_size = 6
[20:28:38] model_loader_thread_priority = 2
[20:28:38] model_loading_threads = 3
[20:28:38] mount_control_mode = 0
[20:28:38] mount_rotation = false
[20:28:38] mouse_camera_sensitivity = 10.0
[20:28:38] mouse_smoothing = 0.0
[20:28:38] multicolor_usage = 1
[20:28:38] multidraw_enabled = 1
[20:28:38] no_brightness = false
[20:28:38] no_terrain_render = false
[20:28:38] no_world_render = false
[20:28:38] non_power_of_two = 1
[20:28:38] normal_maps = true
[20:28:38] occlusion_queries_enabled = 2
[20:28:38] offscreen_texture_size = 2
[20:28:38] other_log_rotation = 2
[20:28:38] outline_picking = true
[20:28:38] player_texture_size = 2
[20:28:38] quick_keybinds = true
[20:28:38] reflection_texture_size = 2
[20:28:38] reflections = 2
[20:28:38] remember_password = true
[20:28:38] render_bloom = false
[20:28:38] render_distant_terrain = true
[20:28:38] render_fxaa = true
[20:28:38] render_sun_glare = false
[20:28:38] render_vignette = false
[20:28:38] renderer_type = 1
[20:28:38] resident_models = false
[20:28:38] save_skills_on_quit = false
[20:28:38] screen_brightness = 0.0
[20:28:38] screenshot_file_format = 1
[20:28:38] season_override = 0
[20:28:38] send_extra_tile_data = false
[20:28:38] setting_timestamps = true
[20:28:38] settings_version = 14
[20:28:38] shadow_level = 0
[20:28:38] shadow_mapsize = 1
[20:28:38] shift_drag_default = 10
[20:28:38] showKChat = true
[20:28:38] show_body_in_inventory = false
[20:28:38] show_creature_overlay = true
[20:28:38] show_examine_world_text = true
[20:28:38] show_local_world_text = true
[20:28:38] show_old_menu = false
[20:28:38] show_old_quickbar = false
[20:28:38] silent_friends_update = false
[20:28:38] skillgain_minimum = 2
[20:28:38] skillgain_no_alignment = true
[20:28:38] skillgain_no_favor = true
[20:28:38] skydetail = 1
[20:28:38] sound_al_gain = 20
[20:28:38] sound_buzzlevel = 2
[20:28:38] sound_cache_enabled = true
[20:28:38] sound_doppler_enabled = false
[20:28:38] sound_engine = 2
[20:28:38] sound_footstepslevel = 10
[20:28:38] sound_music_level = 4
[20:28:38] sound_play_PMAlert = false
[20:28:38] sound_play_UIsounds = true
[20:28:38] sound_play_ambients = true
[20:28:38] sound_play_buzz = true
[20:28:38] sound_play_combat = true
[20:28:38] sound_play_door = true
[20:28:38] sound_play_emotes = true
[20:28:38] sound_play_footsteps = true
[20:28:38] sound_play_music = false
[20:28:38] sound_play_weather = true
[20:28:38] sound_play_work = true
[20:28:38] structure_render_distance = 3
[20:28:38] submit_client_data = 1
[20:28:38] supersampling = 0
[20:28:38] swap_mouse_buttons = false
[20:28:38] terrain_res = 2
[20:28:38] test_attach_equipment = false
[20:28:38] test_mode = 0
[20:28:38] thirdPerson = false
[20:28:38] tile_transitions = true
[20:28:38] tiledecorations = 2
[20:28:38] togglePushToTalk = true
[20:28:38] treelist_outline = true
[20:28:38] trees = 3
[20:28:38] ui_scale = 90
[20:28:38] update_optional = true
[20:28:38] use_alpha_particles = true
[20:28:38] use_anisotropic_filtering = 4
[20:28:38] use_antialiasing = 1
[20:28:38] use_default_action = true
[20:28:38] use_fast_clock_work_around = true
[20:28:38] use_nano_timer = false
[20:28:38] use_non_alpha_particles = true
[20:28:38] use_phobia_models = false
[20:28:38] use_tree_models = true
[20:28:38] use_weather_particles = true
[20:28:38] vbo_enabled = 1
[20:28:38] vg_ui_theme = 1
[20:28:38] viewport_bob = true
[20:28:38] water_detail = 2
[20:28:38] 
[20:28:39] Setting up WurmModel Model Loader
[20:28:39] Executing G:\Steam\steamapps\common\Wurm Online\gamedata\configs\default\keybindings.txt
[20:28:39] Translating legacy key NUMPAD7 to KP_7
[20:28:39] Translating legacy key NUMPAD9 to KP_9
[20:28:39] Translating legacy key SUBTRACT to KP_SUBTRACT
[20:28:39] Translating legacy key EQUALS to EQUAL
[20:28:39] Translating legacy key ADD to KP_ADD
[20:28:39] Translating legacy key NUMPAD8 to KP_8
[20:28:39] Translating legacy key NUMPAD5 to KP_5
[20:28:39] Translating legacy key MULTIPLY to KP_MULTIPLY
[20:28:39] Translating legacy key NUMPAD1 to KP_1
[20:28:39] Translating legacy key NUMPAD0 to KP_0
[20:28:39] Translating legacy key NUMPAD3 to KP_3
[20:28:39] Translating legacy key NUMPAD2 to KP_2
[20:28:39] Translating legacy key DECIMAL to KP_DECIMAL
[20:28:39] Translating legacy key DIVIDE to KP_DIVIDE
[20:28:39] Translating legacy key NUMPAD6 to KP_6
[20:28:39] Translating legacy key NUMPAD4 to KP_4
[20:28:41] Word filter loaded: 23
[20:28:41] Starting global frame job manager with 8 worker threads
[20:28:41] Starting global lazy job manager with 4 worker threads
[20:28:41] Setting up OpenAL Sound Engine
[20:28:41] OpenAL version: 1.1 ALSOFT 1.19.1
[20:28:41] OpenAL renderer: OpenAL Soft
[20:28:41] OpenAL vendor: OpenAL Community
[20:28:41] OpenAL extensions: AL_EXT_ALAW AL_EXT_BFORMAT AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW AL_EXT_MULAW_BFORMAT AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_EXT_SOURCE_RADIUS AL_EXT_STEREO_ANGLES AL_LOKI_quadriphonic AL_SOFT_block_alignment AL_SOFT_deferred_updates AL_SOFT_direct_channels AL_SOFTX_events AL_SOFTX_filter_gain_ex AL_SOFT_gain_clamp_ex AL_SOFT_loop_points AL_SOFTX_map_buffer AL_SOFT_MSADPCM AL_SOFT_source_latency AL_SOFT_source_length AL_SOFT_source_resampler AL_SOFT_source_spatialize
[20:28:41] Generating: 128 source channels.
[20:28:41] 
[20:28:41] === OpenGL information ===
[20:28:41] LWJGL version: 3.2.3 1.2.0
[20:28:41] OpenGL vendor: NVIDIA Corporation
[20:28:41] OpenGL renderer: GeForce GTX 1050 Ti/PCIe/SSE2
[20:28:41] OpenGL version: 4.6.0 NVIDIA 451.77
[20:28:41] OpenGL extensions:
[20:28:41]     GL_AMD_multi_draw_indirect
[20:28:41]     GL_AMD_seamless_cubemap_per_texture
[20:28:41]     GL_AMD_vertex_shader_viewport_index
[20:28:41]     GL_AMD_vertex_shader_layer
[20:28:41]     GL_ARB_arrays_of_arrays
[20:28:41]     GL_ARB_base_instance
[20:28:41]     GL_ARB_bindless_texture
[20:28:41]     GL_ARB_blend_func_extended
[20:28:41]     GL_ARB_buffer_storage
[20:28:41]     GL_ARB_clear_buffer_object
[20:28:41]     GL_ARB_clear_texture
[20:28:41]     GL_ARB_clip_control
[20:28:41]     GL_ARB_color_buffer_float
[20:28:41]     GL_ARB_compatibility
[20:28:41]     GL_ARB_compressed_texture_pixel_storage
[20:28:41]     GL_ARB_conservative_depth
[20:28:41]     GL_ARB_compute_shader
[20:28:41]     GL_ARB_compute_variable_group_size
[20:28:41]     GL_ARB_conditional_render_inverted
[20:28:41]     GL_ARB_copy_buffer
[20:28:41]     GL_ARB_copy_image
[20:28:41]     GL_ARB_cull_distance
[20:28:41]     GL_ARB_debug_output
[20:28:41]     GL_ARB_depth_buffer_float
[20:28:41]     GL_ARB_depth_clamp
[20:28:41]     GL_ARB_depth_texture
[20:28:41]     GL_ARB_derivative_control
[20:28:41]     GL_ARB_direct_state_access
[20:28:41]     GL_ARB_draw_buffers
[20:28:41]     GL_ARB_draw_buffers_blend
[20:28:41]     GL_ARB_draw_indirect
[20:28:41]     GL_ARB_draw_elements_base_vertex
[20:28:41]     GL_ARB_draw_instanced
[20:28:41]     GL_ARB_enhanced_layouts
[20:28:41]     GL_ARB_ES2_compatibility
[20:28:41]     GL_ARB_ES3_compatibility
[20:28:41]     GL_ARB_ES3_1_compatibility
[20:28:41]     GL_ARB_ES3_2_compatibility
[20:28:41]     GL_ARB_explicit_attrib_location
[20:28:41]     GL_ARB_explicit_uniform_location
[20:28:41]     GL_ARB_fragment_coord_conventions
[20:28:41]     GL_ARB_fragment_layer_viewport
[20:28:41]     GL_ARB_fragment_program
[20:28:41]     GL_ARB_fragment_program_shadow
[20:28:41]     GL_ARB_fragment_shader
[20:28:41]     GL_ARB_fragment_shader_interlock
[20:28:41]     GL_ARB_framebuffer_no_attachments
[20:28:41]     GL_ARB_framebuffer_object
[20:28:41]     GL_ARB_framebuffer_sRGB
[20:28:41]     GL_ARB_geometry_shader4
[20:28:41]     GL_ARB_get_program_binary
[20:28:41]     GL_ARB_get_texture_sub_image
[20:28:41]     GL_ARB_gl_spirv
[20:28:41]     GL_ARB_gpu_shader5
[20:28:41]     GL_ARB_gpu_shader_fp64
[20:28:41]     GL_ARB_gpu_shader_int64
[20:28:41]     GL_ARB_half_float_pixel
[20:28:41]     GL_ARB_half_float_vertex
[20:28:41]     GL_ARB_imaging
[20:28:41]     GL_ARB_indirect_parameters
[20:28:41]     GL_ARB_instanced_arrays
[20:28:41]     GL_ARB_internalformat_query
[20:28:41]     GL_ARB_internalformat_query2
[20:28:41]     GL_ARB_invalidate_subdata
[20:28:41]     GL_ARB_map_buffer_alignment
[20:28:41]     GL_ARB_map_buffer_range
[20:28:41]     GL_ARB_multi_bind
[20:28:41]     GL_ARB_multi_draw_indirect
[20:28:41]     GL_ARB_multisample
[20:28:41]     GL_ARB_multitexture
[20:28:41]     GL_ARB_occlusion_query
[20:28:41]     GL_ARB_occlusion_query2
[20:28:41]     GL_ARB_parallel_shader_compile
[20:28:41]     GL_ARB_pipeline_statistics_query
[20:28:41]     GL_ARB_pixel_buffer_object
[20:28:41]     GL_ARB_point_parameters
[20:28:41]     GL_ARB_point_sprite
[20:28:41]     GL_ARB_polygon_offset_clamp
[20:28:41]     GL_ARB_post_depth_coverage
[20:28:41]     GL_ARB_program_interface_query
[20:28:41]     GL_ARB_provoking_vertex
[20:28:41]     GL_ARB_query_buffer_object
[20:28:41]     GL_ARB_robust_buffer_access_behavior
[20:28:41]     GL_ARB_robustness
[20:28:41]     GL_ARB_sample_locations
[20:28:41]     GL_ARB_sample_shading
[20:28:41]     GL_ARB_sampler_objects
[20:28:41]     GL_ARB_seamless_cube_map
[20:28:41]     GL_ARB_seamless_cubemap_per_texture
[20:28:41]     GL_ARB_separate_shader_objects
[20:28:41]     GL_ARB_shader_atomic_counter_ops
[20:28:41]     GL_ARB_shader_atomic_counters
[20:28:41]     GL_ARB_shader_ballot
[20:28:41]     GL_ARB_shader_bit_encoding
[20:28:41]     GL_ARB_shader_clock
[20:28:41]     GL_ARB_shader_draw_parameters
[20:28:41]     GL_ARB_shader_group_vote
[20:28:41]     GL_ARB_shader_image_load_store
[20:28:41]     GL_ARB_shader_image_size
[20:28:41]     GL_ARB_shader_objects
[20:28:41]     GL_ARB_shader_precision
[20:28:41]     GL_ARB_shader_storage_buffer_object
[20:28:41]     GL_ARB_shader_subroutine
[20:28:41]     GL_ARB_shader_texture_image_samples
[20:28:41]     GL_ARB_shader_texture_lod
[20:28:41]     GL_ARB_shading_language_100
[20:28:41]     GL_ARB_shader_viewport_layer_array
[20:28:41]     GL_ARB_shading_language_420pack
[20:28:41]     GL_ARB_shading_language_include
[20:28:41]     GL_ARB_shading_language_packing
[20:28:41]     GL_ARB_shadow
[20:28:41]     GL_ARB_sparse_buffer
[20:28:41]     GL_ARB_sparse_texture
[20:28:41]     GL_ARB_sparse_texture2
[20:28:41]     GL_ARB_sparse_texture_clamp
[20:28:41]     GL_ARB_spirv_extensions
[20:28:41]     GL_ARB_stencil_texturing
[20:28:41]     GL_ARB_sync
[20:28:41]     GL_ARB_tessellation_shader
[20:28:41]     GL_ARB_texture_barrier
[20:28:41]     GL_ARB_texture_border_clamp
[20:28:41]     GL_ARB_texture_buffer_object
[20:28:41]     GL_ARB_texture_buffer_object_rgb32
[20:28:41]     GL_ARB_texture_buffer_range
[20:28:41]     GL_ARB_texture_compression
[20:28:41]     GL_ARB_texture_compression_bptc
[20:28:41]     GL_ARB_texture_compression_rgtc
[20:28:41]     GL_ARB_texture_cube_map
[20:28:41]     GL_ARB_texture_cube_map_array
[20:28:41]     GL_ARB_texture_env_add
[20:28:41]     GL_ARB_texture_env_combine
[20:28:41]     GL_ARB_texture_env_crossbar
[20:28:41]     GL_ARB_texture_env_dot3
[20:28:41]     GL_ARB_texture_filter_anisotropic
[20:28:41]     GL_ARB_texture_filter_minmax
[20:28:41]     GL_ARB_texture_float
[20:28:41]     GL_ARB_texture_gather
[20:28:41]     GL_ARB_texture_mirror_clamp_to_edge
[20:28:41]     GL_ARB_texture_mirrored_repeat
[20:28:41]     GL_ARB_texture_multisample
[20:28:41]     GL_ARB_texture_non_power_of_two
[20:28:41]     GL_ARB_texture_query_levels
[20:28:41]     GL_ARB_texture_query_lod
[20:28:41]     GL_ARB_texture_rectangle
[20:28:41]     GL_ARB_texture_rg
[20:28:41]     GL_ARB_texture_rgb10_a2ui
[20:28:41]     GL_ARB_texture_stencil8
[20:28:41]     GL_ARB_texture_storage
[20:28:41]     GL_ARB_texture_storage_multisample
[20:28:41]     GL_ARB_texture_swizzle
[20:28:41]     GL_ARB_texture_view
[20:28:41]     GL_ARB_timer_query
[20:28:41]     GL_ARB_transform_feedback2
[20:28:41]     GL_ARB_transform_feedback3
[20:28:41]     GL_ARB_transform_feedback_instanced
[20:28:41]     GL_ARB_transform_feedback_overflow_query
[20:28:41]     GL_ARB_transpose_matrix
[20:28:41]     GL_ARB_uniform_buffer_object
[20:28:41]     GL_ARB_vertex_array_bgra
[20:28:41]     GL_ARB_vertex_array_object
[20:28:41]     GL_ARB_vertex_attrib_64bit
[20:28:41]     GL_ARB_vertex_attrib_binding
[20:28:41]     GL_ARB_vertex_buffer_object
[20:28:41]     GL_ARB_vertex_program
[20:28:41]     GL_ARB_vertex_shader
[20:28:41]     GL_ARB_vertex_type_10f_11f_11f_rev
[20:28:41]     GL_ARB_vertex_type_2_10_10_10_rev
[20:28:41]     GL_ARB_viewport_array
[20:28:41]     GL_ARB_window_pos
[20:28:41]     GL_ATI_draw_buffers
[20:28:41]     GL_ATI_texture_float
[20:28:41]     GL_ATI_texture_mirror_once
[20:28:41]     GL_S3_s3tc
[20:28:41]     GL_EXT_texture_env_add
[20:28:41]     GL_EXT_abgr
[20:28:41]     GL_EXT_bgra
[20:28:41]     GL_EXT_bindable_uniform
[20:28:41]     GL_EXT_blend_color
[20:28:41]     GL_EXT_blend_equation_separate
[20:28:41]     GL_EXT_blend_func_separate
[20:28:41]     GL_EXT_blend_minmax
[20:28:41]     GL_EXT_blend_subtract
[20:28:41]     GL_EXT_compiled_vertex_array
[20:28:41]     GL_EXT_Cg_shader
[20:28:41]     GL_EXT_depth_bounds_test
[20:28:41]     GL_EXT_direct_state_access
[20:28:41]     GL_EXT_draw_buffers2
[20:28:41]     GL_EXT_draw_instanced
[20:28:41]     GL_EXT_draw_range_elements
[20:28:41]     GL_EXT_fog_coord
[20:28:41]     GL_EXT_framebuffer_blit
[20:28:41]     GL_EXT_framebuffer_multisample
[20:28:41]     GL_EXTX_framebuffer_mixed_formats
[20:28:41]     GL_EXT_framebuffer_multisample_blit_scaled
[20:28:41]     GL_EXT_framebuffer_object
[20:28:41]     GL_EXT_framebuffer_sRGB
[20:28:41]     GL_EXT_geometry_shader4
[20:28:41]     GL_EXT_gpu_program_parameters
[20:28:41]     GL_EXT_gpu_shader4
[20:28:41]     GL_EXT_multi_draw_arrays
[20:28:41]     GL_EXT_multiview_texture_multisample
[20:28:41]     GL_EXT_multiview_timer_query
[20:28:41]     GL_EXT_packed_depth_stencil
[20:28:41]     GL_EXT_packed_float
[20:28:41]     GL_EXT_packed_pixels
[20:28:41]     GL_EXT_pixel_buffer_object
[20:28:41]     GL_EXT_point_parameters
[20:28:41]     GL_EXT_polygon_offset_clamp
[20:28:41]     GL_EXT_post_depth_coverage
[20:28:41]     GL_EXT_provoking_vertex
[20:28:41]     GL_EXT_raster_multisample
[20:28:41]     GL_EXT_rescale_normal
[20:28:41]     GL_EXT_secondary_color
[20:28:41]     GL_EXT_separate_shader_objects
[20:28:41]     GL_EXT_separate_specular_color
[20:28:41]     GL_EXT_shader_image_load_formatted
[20:28:41]     GL_EXT_shader_image_load_store
[20:28:41]     GL_EXT_shader_integer_mix
[20:28:41]     GL_EXT_shadow_funcs
[20:28:41]     GL_EXT_sparse_texture2
[20:28:41]     GL_EXT_stencil_two_side
[20:28:41]     GL_EXT_stencil_wrap
[20:28:41]     GL_EXT_texture3D
[20:28:41]     GL_EXT_texture_array
[20:28:41]     GL_EXT_texture_buffer_object
[20:28:41]     GL_EXT_texture_compression_dxt1
[20:28:41]     GL_EXT_texture_compression_latc
[20:28:41]     GL_EXT_texture_compression_rgtc
[20:28:41]     GL_EXT_texture_compression_s3tc
[20:28:41]     GL_EXT_texture_cube_map
[20:28:41]     GL_EXT_texture_edge_clamp
[20:28:41]     GL_EXT_texture_env_combine
[20:28:41]     GL_EXT_texture_env_dot3
[20:28:41]     GL_EXT_texture_filter_anisotropic
[20:28:41]     GL_EXT_texture_filter_minmax
[20:28:41]     GL_EXT_texture_integer
[20:28:41]     GL_EXT_texture_lod
[20:28:41]     GL_EXT_texture_lod_bias
[20:28:41]     GL_EXT_texture_mirror_clamp
[20:28:41]     GL_EXT_texture_object
[20:28:41]     GL_EXT_texture_shadow_lod
[20:28:41]     GL_EXT_texture_shared_exponent
[20:28:41]     GL_EXT_texture_sRGB
[20:28:41]     GL_EXT_texture_sRGB_R8
[20:28:41]     GL_EXT_texture_sRGB_decode
[20:28:41]     GL_EXT_texture_storage
[20:28:41]     GL_EXT_texture_swizzle
[20:28:41]     GL_EXT_timer_query
[20:28:41]     GL_EXT_transform_feedback2
[20:28:41]     GL_EXT_vertex_array
[20:28:41]     GL_EXT_vertex_array_bgra
[20:28:41]     GL_EXT_vertex_attrib_64bit
[20:28:41]     GL_EXT_window_rectangles
[20:28:41]     GL_EXT_import_sync_object
[20:28:41]     GL_IBM_rasterpos_clip
[20:28:41]     GL_IBM_texture_mirrored_repeat
[20:28:41]     GL_KHR_context_flush_control
[20:28:41]     GL_KHR_debug
[20:28:41]     GL_EXT_memory_object
[20:28:41]     GL_EXT_memory_object_win32
[20:28:41]     GL_EXT_win32_keyed_mutex
[20:28:41]     GL_KHR_parallel_shader_compile
[20:28:41]     GL_KHR_no_error
[20:28:41]     GL_KHR_robust_buffer_access_behavior
[20:28:41]     GL_KHR_robustness
[20:28:41]     GL_EXT_semaphore
[20:28:41]     GL_EXT_semaphore_win32
[20:28:41]     GL_KHR_shader_subgroup
[20:28:41]     GL_KTX_buffer_region
[20:28:41]     GL_NV_alpha_to_coverage_dither_control
[20:28:41]     GL_NV_bindless_multi_draw_indirect
[20:28:41]     GL_NV_bindless_multi_draw_indirect_count
[20:28:41]     GL_NV_bindless_texture
[20:28:41]     GL_NV_blend_equation_advanced
[20:28:41]     GL_NV_blend_equation_advanced_coherent
[20:28:41]     GL_NVX_blend_equation_advanced_multi_draw_buffers
[20:28:41]     GL_NV_blend_minmax_factor
[20:28:41]     GL_NV_blend_square
[20:28:41]     GL_NV_clip_space_w_scaling
[20:28:41]     GL_NV_command_list
[20:28:41]     GL_NV_compute_program5
[20:28:41]     GL_NV_conditional_render
[20:28:41]     GL_NV_conservative_raster
[20:28:41]     GL_NV_conservative_raster_dilate
[20:28:41]     GL_NV_conservative_raster_pre_snap_triangles
[20:28:41]     GL_NV_copy_depth_to_color
[20:28:41]     GL_NV_copy_image
[20:28:41]     GL_NV_depth_buffer_float
[20:28:41]     GL_NV_depth_clamp
[20:28:41]     GL_NV_draw_texture
[20:28:41]     GL_NV_draw_vulkan_image
[20:28:41]     GL_NV_ES1_1_compatibility
[20:28:41]     GL_NV_ES3_1_compatibility
[20:28:41]     GL_NV_explicit_multisample
[20:28:41]     GL_NV_feature_query
[20:28:41]     GL_NV_fence
[20:28:41]     GL_NV_fill_rectangle
[20:28:41]     GL_NV_float_buffer
[20:28:41]     GL_NV_fog_distance
[20:28:41]     GL_NV_fragment_coverage_to_color
[20:28:41]     GL_NV_fragment_program
[20:28:41]     GL_NV_fragment_program_option
[20:28:41]     GL_NV_fragment_program2
[20:28:41]     GL_NV_fragment_shader_interlock
[20:28:41]     GL_NV_framebuffer_mixed_samples
[20:28:41]     GL_NV_framebuffer_multisample_coverage
[20:28:41]     GL_NV_geometry_shader4
[20:28:41]     GL_NV_geometry_shader_passthrough
[20:28:41]     GL_NV_gpu_program4
[20:28:41]     GL_NV_internalformat_sample_query
[20:28:41]     GL_NV_gpu_program4_1
[20:28:41]     GL_NV_gpu_program5
[20:28:41]     GL_NV_gpu_program5_mem_extended
[20:28:41]     GL_NV_gpu_program_fp64
[20:28:41]     GL_NV_gpu_shader5
[20:28:41]     GL_NV_half_float
[20:28:41]     GL_NV_light_max_exponent
[20:28:41]     GL_NV_memory_attachment
[20:28:41]     GL_NV_multisample_coverage
[20:28:41]     GL_NV_multisample_filter_hint
[20:28:41]     GL_NV_occlusion_query
[20:28:41]     GL_NV_packed_depth_stencil
[20:28:41]     GL_NV_parameter_buffer_object
[20:28:41]     GL_NV_parameter_buffer_object2
[20:28:41]     GL_NV_path_rendering
[20:28:41]     GL_NV_path_rendering_shared_edge
[20:28:41]     GL_NV_pixel_data_range
[20:28:41]     GL_NV_point_sprite
[20:28:41]     GL_NV_primitive_restart
[20:28:41]     GL_NV_query_resource
[20:28:41]     GL_NV_query_resource_tag
[20:28:41]     GL_NV_register_combiners
[20:28:41]     GL_NV_register_combiners2
[20:28:41]     GL_NV_sample_locations
[20:28:41]     GL_NV_sample_mask_override_coverage
[20:28:41]     GL_NV_shader_atomic_counters
[20:28:41]     GL_NV_shader_atomic_float
[20:28:41]     GL_NV_shader_atomic_float64
[20:28:41]     GL_NV_shader_atomic_fp16_vector
[20:28:41]     GL_NV_shader_atomic_int64
[20:28:41]     GL_NV_shader_buffer_load
[20:28:41]     GL_NV_shader_storage_buffer_object
[20:28:41]     GL_NV_shader_subgroup_partitioned
[20:28:41]     GL_NV_stereo_view_rendering
[20:28:41]     GL_NV_texgen_reflection
[20:28:41]     GL_NV_texture_barrier
[20:28:41]     GL_NV_texture_compression_vtc
[20:28:41]     GL_NV_texture_env_combine4
[20:28:41]     GL_NV_texture_multisample
[20:28:41]     GL_NV_texture_rectangle
[20:28:41]     GL_NV_texture_rectangle_compressed
[20:28:41]     GL_NV_texture_shader
[20:28:41]     GL_NV_texture_shader2
[20:28:41]     GL_NV_texture_shader3
[20:28:41]     GL_NV_transform_feedback
[20:28:41]     GL_NV_transform_feedback2
[20:28:41]     GL_NV_uniform_buffer_unified_memory
[20:28:41]     GL_NV_vertex_array_range
[20:28:41]     GL_NV_vertex_array_range2
[20:28:41]     GL_NV_vertex_attrib_integer_64bit
[20:28:41]     GL_NV_vertex_buffer_unified_memory
[20:28:41]     GL_NV_vertex_program
[20:28:41]     GL_NV_vertex_program1_1
[20:28:41]     GL_NV_vertex_program2
[20:28:41]     GL_NV_vertex_program2_option
[20:28:41]     GL_NV_vertex_program3
[20:28:41]     GL_NV_viewport_array2
[20:28:41]     GL_NV_viewport_swizzle
[20:28:41]     GL_NVX_conditional_render
[20:28:41]     GL_NVX_linked_gpu_multicast
[20:28:41]     GL_NV_gpu_multicast
[20:28:41]     GL_NVX_gpu_multicast2
[20:28:41]     GL_NVX_progress_fence
[20:28:41]     GL_NVX_gpu_memory_info
[20:28:41]     GL_NVX_multigpu_info
[20:28:41]     GL_NVX_nvenc_interop
[20:28:41]     GL_NV_shader_thread_group
[20:28:41]     GL_NV_shader_thread_shuffle
[20:28:41]     GL_KHR_blend_equation_advanced
[20:28:41]     GL_KHR_blend_equation_advanced_coherent
[20:28:41]     GL_OVR_multiview
[20:28:41]     GL_OVR_multiview2
[20:28:41]     GL_SGIS_generate_mipmap
[20:28:41]     GL_SGIS_texture_lod
[20:28:41]     GL_SGIX_depth_texture
[20:28:41]     GL_SGIX_shadow
[20:28:41]     GL_SUN_slice_accum
[20:28:41]     GL_WIN_swap_hint
[20:28:41]     WGL_EXT_swap_control
[20:28:41] OpenGL pixel format: 8:8:8:8
[20:28:41] OpenGL depth format: 24:8
[20:28:41] 
[20:28:41] GLSL version: 4.60 NVIDIA
[20:28:41] GLSL max vertex uniforms: 4096 (4096)
[20:28:41] GLSL max fragment uniforms: 4096 (4096)
[20:28:41] GLSL max varyings: 124 (124)
[20:28:41] GLSL max lights: 8 (8)
[20:28:41] GLSL defines (4.6): #define USE_CLIP_VERTEX 1
[20:28:41] 
[20:28:41] Vertex/index buffer memory limit: 2048MiB
[20:28:41] Starting workaround for fast running clocks
[20:28:41] Using LWJGL timer.
[20:28:42] Startup Phase - Initializing..
[20:28:42] Preloading builtin materials
[20:28:42] Preloading builtin materials done
[20:28:42] Setting up Collada Model Loader
[20:28:42] Launching Collada Model Loader threads
[20:28:42] Launching WOM Loader threads
[20:28:42] Startup Phase - Setting up..
[20:28:43] Loading window positions from G:\Steam\steamapps\common\Wurm Online\gamedata\players\Kaneyn\windows_1680x1050.txt
[20:28:43] Loading props file G:\Steam\steamapps\common\Wurm Online\gamedata\players\Kaneyn\windows_1680x1050.txt
[20:28:44] Gui initialized
[20:28:44] Startup Phase - Preparing terrain...
[20:28:44] Startup Phase - Connecting ..
[20:28:45] Disabling Nagles
[20:28:46] Writing to G:\Steam\steamapps\common\Wurm Online\gamedata\players\Kaneyn\logs\_Event.2020-08.txt
[20:28:46] Disabling Nagles
[20:28:48] Writing to G:\Steam\steamapps\common\Wurm Online\gamedata\players\Kaneyn\logs\CA_HELP.2020-08.txt
[20:28:48] Writing to G:\Steam\steamapps\common\Wurm Online\gamedata\players\Kaneyn\logs\GL-Freedom.2020-08.txt
[20:28:48] Writing to G:\Steam\steamapps\common\Wurm Online\gamedata\players\Kaneyn\logs\Freedom.2020-08.txt
[20:28:48] Writing to G:\Steam\steamapps\common\Wurm Online\gamedata\players\Kaneyn\logs\Trade.2020-08.txt
[20:28:48] Login successful
[20:28:48] Executing G:\Steam\steamapps\common\Wurm Online\gamedata\configs\default\autorun.txt
[20:28:48] Starting update of login splash image...
[20:28:50] Water reflection offscreen size 840x525
[20:28:51] Finished loading new login splash image!
[20:28:53] No mapping found for hair6
[20:29:36] Writing to G:\Steam\steamapps\common\Wurm Online\gamedata\players\Kaneyn\logs\_Skills.2020-08.txt
[20:31:37] ====== CLIENT CRASH ======
[20:31:37] Unexpected crash Trying to create deed plan file
[20:31:37] java.io.IOException: The system cannot find the file specified
[20:31:37]     at java.io.WinNTFileSystem.createFileExclusively(Native Method)
[20:31:37]     at java.io.File.createNewFile(Unknown Source)
[20:31:37]     at class.BBAmpRrXVx.FZOk5L6Gfy(SourceFile:102)
[20:31:37]     at class.BBAmpRrXVx.mMV5oPkCW(SourceFile:1094)
[20:31:37]     at java.awt.event.InvocationEvent.dispatch(Unknown Source)
[20:31:37]     at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
[20:31:37]     at java.awt.EventQueue.access$500(Unknown Source)
[20:31:37]     at java.awt.EventQueue$3.run(Unknown Source)
[20:31:37]     at java.awt.EventQueue$3.run(Unknown Source)
[20:31:37]     at java.security.AccessController.doPrivileged(Native Method)
[20:31:37]     at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source)
[20:31:37]     at java.awt.EventQueue.dispatchEvent(Unknown Source)
[20:31:37]     at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
[20:31:37]     at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
[20:31:37]     at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
[20:31:37]     at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
[20:31:37]     at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
[20:31:37]     at java.awt.EventDispatchThread.run(Unknown Source)
[20:31:40] ====== CLIENT CRASH ======
[20:31:40] Unexpected crash Trying to save deed plan
[20:31:40] java.io.FileNotFoundException: C:\Users\theBlack\Documents\MistyCliffs.MAP (The system cannot find the file specified)
[20:31:40]     at java.io.FileOutputStream.open0(Native Method)
[20:31:40]     at java.io.FileOutputStream.open(Unknown Source)
[20:31:40]     at java.io.FileOutputStream.<init>(Unknown Source)
[20:31:40]     at java.io.FileOutputStream.<init>(Unknown Source)
[20:31:40]     at class.BBAmpRrXVx.FZOk5L6Gfy(SourceFile:116)
[20:31:40]     at class.BBAmpRrXVx.mMV5oPkCW(SourceFile:1094)
[20:31:40]     at java.awt.event.InvocationEvent.dispatch(Unknown Source)
[20:31:40]     at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
[20:31:40]     at java.awt.EventQueue.access$500(Unknown Source)
[20:31:40]     at java.awt.EventQueue$3.run(Unknown Source)
[20:31:40]     at java.awt.EventQueue$3.run(Unknown Source)
[20:31:40]     at java.security.AccessController.doPrivileged(Native Method)
[20:31:40]     at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source)
[20:31:40]     at java.awt.EventQueue.dispatchEvent(Unknown Source)
[20:31:40]     at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
[20:31:40]     at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
[20:31:40]     at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
[20:31:40]     at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
[20:31:40]     at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
[20:31:40]     at java.awt.EventDispatchThread.run(Unknown Source)
 

 

"No mapping found for hair6"  Just before the crash.... That bit makes me think of something that I think is unrelated, but who knows!  I've had some textures not displaying correctly for a while now.  Some hair (black and dark brown not displayed right) and armor (not displaying new textures) and the new Hell Horse colors became less vibrant.  All changed around the same time.  I didn't need the planner on my old deed and the textures worked well enough and didn't impede play so I didn't deal with it.  I figured it had to do with all of the texture and lighting changes going on, but maybe something isn't right that it's trying to export?  I have reinstalled the standalone version (but not a clean reinstall), and Steam should be separate.  They are on different drives.  Here is the crash info for the standalone game: 

 

Spoiler

Unexpected crash Trying to save deed plan The error was: <C:\Users\theBlack\Documents\TEST.MAP (The system cannot find the file specified)>

It's possible you might figure out what's wrong from the log file below, but if you can't, post the full log on the wurm online forums, and someone else might be able to help you.

Contents of console.log:

Preparing to enable console logging.
Now logging to C:\Users\USERNAME\wurm\console.Hypatia.log
Time is Sat Aug 01 20:38:55 ADT 2020
Running client version 4.1.115
         client build# 59fd7878974b3d745a0212a3628427c9608bb091
     client build time 2020-07-22 16:48

=== System information ===
Executing from C:\WINDOWS\system32\
Operating system: Windows 10 (arch: amd64, version: 10.0)
Java version: 1.8.0_261 (Oracle Corporation) <http://java.oracle.com/>
Jvm version: 25.261-b12 (Oracle Corporation) [Java HotSpot(TM) 64-Bit Server VM]
Available CPUs: 8


=== Wurm options ===
animation_playback_self = 0
ao_level = 2
auto_mipmaps_enabled = 1
auto_run_source = 0
cavedetail = 2
censor_chat = true
collada_animations = 3
colorItemsDamage = true
color_black = 0.0,0.0,0.0,1.0
color_cyan = 0.0,1.0,1.0,1.0
color_enchant_desc = 0.5,0.5,1.0,1.0
color_enchant_name = 0.0,0.5,0.5,1.0
color_enchant_power = 0.0,1.0,1.0,1.0
color_error = 1.0,0.3,0.3,1.0
color_fuchsia = 1.0,0.0,1.0,1.0
color_green = 0.08,1.0,0.08,1.0
color_grey = 0.5,0.5,0.5,1.0
color_lime = 0.0,1.0,0.0,1.0
color_maroon = 0.5,0.0,0.0,1.0
color_navy_blue = 0.23,0.39,1.0,1.0
color_orange = 1.0,0.5,0.0,1.0
color_outline_ally = 0.5,1.0,0.5,1.0
color_outline_friend = 0.5,0.75,1.0,1.0
color_outline_hostile = 1.0,0.0,0.0,1.0
color_outline_neutral = 1.0,0.8,0.8,1.0
color_purple = 0.5,0.0,0.5,1.0
color_red = 1.0,0.0,0.0,1.0
color_royal_blue = 0.23,0.39,1.0,1.0
color_salve_acid = 1.0,1.0,0.0,1.0
color_salve_fire = 1.0,0.0,0.0,1.0
color_salve_frost = 0.0,0.0,1.0,1.0
color_silver = 0.75,0.75,0.75,1.0
color_system = 0.5,1.0,0.5,1.0
color_teal = 0.0,0.5,0.5,1.0
color_white = 1.0,1.0,1.0,1.0
color_yellow = 1.0,1.0,0.0,1.0
compressed_textures = false
compressed_textures_S3TC = true
contribution_culling = 200
custim_timer_source = 1
customTimer1 = -1|-1
customTimer2 = -1|-1
customTimer3 = -1|-1
customTimer4 = -1|-1
customTimer5 = -1|-1
debug_mode = false
depth_clamp_enabled = 2
disable_select_all_shortcut = false
display_settings = false:false:0:1680:1050:32:-1:false:true
enable_contribution_culling = false
enable_debugs = false
enable_lod = true
enable_shift_drag = false
enable_volumetric_fog = true
enable_vsync = false
event_log_rotation = 2
exec_source = 0
fast_yield = false
fbo_enabled = 2
fog_coord_src = 0
font_antialias = 2
font_bold = 11
font_default = 11
font_header = 24
font_italian = 11
font_monospaced = 11
font_static = 11
fov_horizontal = 100
fps_limit = 60
fps_limit_background = 30
fps_limit_enabled = true
free_look_mode_disable_on_close_component = false
free_look_mode_disable_on_combat = false
free_look_mode_disable_on_open_component = false
free_look_mode_sensitivity = 11
game_client_thread_priority = 2
glsl_debug_loading = false
glsl_enabled = 2
gpu_skinning = true
gui_opacity = 2
gui_skin = 1
has_read_eula = true
head_bob = false
hide_cursor_with_ui = false
hide_inactive_friends = true
hide_menu_examine = false
hide_menu_no_target = false
hide_menu_spam_mode = true
hide_menu_stop = false
hide_onscreen_fail_messages = false
hide_onscreen_hostile_messages = false
hide_onscreen_info_messages = false
hide_personal_goal = false
high_res_binoculars = true
hint_texture_scaling = 1
impColumn = true
inverse_mouse = false
irc_log_rotation = 2
irc_notif = 0
item_creature_render_distance = 2
key_bindings_source = 0
keyboard_layout = 0
limit_dynamic_lights = true
loadInventoryStartup = true
local_list_in_event = false
lod = 1
log_extra_errors = false
log_gl_errors = false
mark_text_read = true
material_as_suffix = true
max_dynamic_lights = 7
max_shader_lights = 8
max_texture_size = 3
mega_texture_size = 5
model_loader_thread_priority = 2
model_loading_threads = 1
mount_control_mode = 1
mount_rotation = true
mouse_smoothing = 0.0
multicolor_usage = 1
multidraw_enabled = 1
no_brightness = false
no_terrain_render = false
no_world_render = false
non_power_of_two = 1
normal_maps = true
occlusion_queries_enabled = 2
offscreen_texture_size = 2
other_log_rotation = 2
outline_picking = true
player_texture_size = 2
quick_keybinds = true
reflection_texture_size = 2
reflections = 3
remember_password = true
render_bloom = false
render_distant_terrain = true
render_fxaa = true
render_sun_glare = true
render_vignette = false
renderer_type = 1
resident_models = false
save_skills_on_quit = false
screen_brightness = 0.0
screenshot_file_format = 1
season_override = 0
send_extra_tile_data = false
setting_timestamps = true
settings_version = 14
shadow_level = 4
shadow_mapsize = 1
shift_drag_default = 10
showKChat = true
show_body_in_inventory = false
show_old_quickbar = false
silent_friends_update = false
skillgain_minimum = 1
skillgain_no_alignment = true
skillgain_no_favor = true
skydetail = 2
sound_al_gain = 8
sound_buzzlevel = 2
sound_cache_enabled = true
sound_doppler_enabled = false
sound_engine = 2
sound_footstepslevel = 10
sound_music_level = 5
sound_play_PMAlert = true
sound_play_ambients = true
sound_play_buzz = true
sound_play_combat = true
sound_play_door = true
sound_play_emotes = true
sound_play_footsteps = true
sound_play_music = false
sound_play_weather = true
sound_play_work = true
structure_render_distance = 3
submit_client_data = 1
supersampling = 0
swap_mouse_buttons = false
terrain_res = 2
test_attach_equipment = false
test_mode = 0
thirdPerson = false
tile_transitions = true
tiledecorations = 2
togglePushToTalk = true
treelist_outline = true
trees = 3
update_optional = true
use_alpha_particles = true
use_anisotropic_filtering = 0
use_antialiasing = 0
use_fast_clock_work_around = true
use_nano_timer = false
use_non_alpha_particles = true
use_phobia_models = false
use_tree_models = true
use_weather_particles = true
vbo_enabled = 1
viewport_bob = true
water_detail = 2

Setting up WurmModel Model Loader
Executing C:\Users\USERNAME\wurm\configs\default\keybindings.txt
Translating legacy key NUMPAD7 to KP_7
Translating legacy key NUMPAD9 to KP_9
Translating legacy key SUBTRACT to KP_SUBTRACT
Translating legacy key EQUALS to EQUAL
Translating legacy key ADD to KP_ADD
Translating legacy key NUMPAD8 to KP_8
Translating legacy key NUMPAD5 to KP_5
Warning: Unrecognized action DEFAULT_ACTION
Translating legacy key MULTIPLY to KP_MULTIPLY
Translating legacy key NUMPAD1 to KP_1
Translating legacy key NUMPAD0 to KP_0
Translating legacy key NUMPAD3 to KP_3
Warning: Unrecognized action REPEAT_ACTION
Translating legacy key NUMPAD2 to KP_2
Translating legacy key DECIMAL to KP_DECIMAL
Translating legacy key DIVIDE to KP_DIVIDE
Translating legacy key NUMPAD6 to KP_6
Translating legacy key NUMPAD4 to KP_4
Word filter loaded: 23
Starting global frame job manager with 8 worker threads
Starting global lazy job manager with 4 worker threads
Setting up OpenAL Sound Engine
OpenAL version: 1.1 ALSOFT 1.19.1
OpenAL renderer: OpenAL Soft
OpenAL vendor: OpenAL Community
OpenAL extensions: AL_EXT_ALAW AL_EXT_BFORMAT AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW AL_EXT_MULAW_BFORMAT AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_EXT_SOURCE_RADIUS AL_EXT_STEREO_ANGLES AL_LOKI_quadriphonic AL_SOFT_block_alignment AL_SOFT_deferred_updates AL_SOFT_direct_channels AL_SOFTX_events AL_SOFTX_filter_gain_ex AL_SOFT_gain_clamp_ex AL_SOFT_loop_points AL_SOFTX_map_buffer AL_SOFT_MSADPCM AL_SOFT_source_latency AL_SOFT_source_length AL_SOFT_source_resampler AL_SOFT_source_spatialize
Generating: 128 source channels.

=== OpenGL information ===
LWJGL version: 3.2.3 build 13
OpenGL vendor: NVIDIA Corporation
OpenGL renderer: GeForce GTX 1050 Ti/PCIe/SSE2
OpenGL version: 4.6.0 NVIDIA 451.77
OpenGL extensions:
    GL_AMD_multi_draw_indirect
    GL_AMD_seamless_cubemap_per_texture
    GL_AMD_vertex_shader_viewport_index
    GL_AMD_vertex_shader_layer
    GL_ARB_arrays_of_arrays
    GL_ARB_base_instance
    GL_ARB_bindless_texture
    GL_ARB_blend_func_extended
    GL_ARB_buffer_storage
    GL_ARB_clear_buffer_object
    GL_ARB_clear_texture
    GL_ARB_clip_control
    GL_ARB_color_buffer_float
    GL_ARB_compatibility
    GL_ARB_compressed_texture_pixel_storage
    GL_ARB_conservative_depth
    GL_ARB_compute_shader
    GL_ARB_compute_variable_group_size
    GL_ARB_conditional_render_inverted
    GL_ARB_copy_buffer
    GL_ARB_copy_image
    GL_ARB_cull_distance
    GL_ARB_debug_output
    GL_ARB_depth_buffer_float
    GL_ARB_depth_clamp
    GL_ARB_depth_texture
    GL_ARB_derivative_control
    GL_ARB_direct_state_access
    GL_ARB_draw_buffers
    GL_ARB_draw_buffers_blend
    GL_ARB_draw_indirect
    GL_ARB_draw_elements_base_vertex
    GL_ARB_draw_instanced
    GL_ARB_enhanced_layouts
    GL_ARB_ES2_compatibility
    GL_ARB_ES3_compatibility
    GL_ARB_ES3_1_compatibility
    GL_ARB_ES3_2_compatibility
    GL_ARB_explicit_attrib_location
    GL_ARB_explicit_uniform_location
    GL_ARB_fragment_coord_conventions
    GL_ARB_fragment_layer_viewport
    GL_ARB_fragment_program
    GL_ARB_fragment_program_shadow
    GL_ARB_fragment_shader
    GL_ARB_fragment_shader_interlock
    GL_ARB_framebuffer_no_attachments
    GL_ARB_framebuffer_object
    GL_ARB_framebuffer_sRGB
    GL_ARB_geometry_shader4
    GL_ARB_get_program_binary
    GL_ARB_get_texture_sub_image
    GL_ARB_gl_spirv
    GL_ARB_gpu_shader5
    GL_ARB_gpu_shader_fp64
    GL_ARB_gpu_shader_int64
    GL_ARB_half_float_pixel
    GL_ARB_half_float_vertex
    GL_ARB_imaging
    GL_ARB_indirect_parameters
    GL_ARB_instanced_arrays
    GL_ARB_internalformat_query
    GL_ARB_internalformat_query2
    GL_ARB_invalidate_subdata
    GL_ARB_map_buffer_alignment
    GL_ARB_map_buffer_range
    GL_ARB_multi_bind
    GL_ARB_multi_draw_indirect
    GL_ARB_multisample
    GL_ARB_multitexture
    GL_ARB_occlusion_query
    GL_ARB_occlusion_query2
    GL_ARB_parallel_shader_compile
    GL_ARB_pipeline_statistics_query
    GL_ARB_pixel_buffer_object
    GL_ARB_point_parameters
    GL_ARB_point_sprite
    GL_ARB_polygon_offset_clamp
    GL_ARB_post_depth_coverage
    GL_ARB_program_interface_query
    GL_ARB_provoking_vertex
    GL_ARB_query_buffer_object
    GL_ARB_robust_buffer_access_behavior
    GL_ARB_robustness
    GL_ARB_sample_locations
    GL_ARB_sample_shading
    GL_ARB_sampler_objects
    GL_ARB_seamless_cube_map
    GL_ARB_seamless_cubemap_per_texture
    GL_ARB_separate_shader_objects
    GL_ARB_shader_atomic_counter_ops
    GL_ARB_shader_atomic_counters
    GL_ARB_shader_ballot
    GL_ARB_shader_bit_encoding
    GL_ARB_shader_clock
    GL_ARB_shader_draw_parameters
    GL_ARB_shader_group_vote
    GL_ARB_shader_image_load_store
    GL_ARB_shader_image_size
    GL_ARB_shader_objects
    GL_ARB_shader_precision
    GL_ARB_shader_storage_buffer_object
    GL_ARB_shader_subroutine
    GL_ARB_shader_texture_image_samples
    GL_ARB_shader_texture_lod
    GL_ARB_shading_language_100
    GL_ARB_shader_viewport_layer_array
    GL_ARB_shading_language_420pack
    GL_ARB_shading_language_include
    GL_ARB_shading_language_packing
    GL_ARB_shadow
    GL_ARB_sparse_buffer
    GL_ARB_sparse_texture
    GL_ARB_sparse_texture2
    GL_ARB_sparse_texture_clamp
    GL_ARB_spirv_extensions
    GL_ARB_stencil_texturing
    GL_ARB_sync
    GL_ARB_tessellation_shader
    GL_ARB_texture_barrier
    GL_ARB_texture_border_clamp
    GL_ARB_texture_buffer_object
    GL_ARB_texture_buffer_object_rgb32
    GL_ARB_texture_buffer_range
    GL_ARB_texture_compression
    GL_ARB_texture_compression_bptc
    GL_ARB_texture_compression_rgtc
    GL_ARB_texture_cube_map
    GL_ARB_texture_cube_map_array
    GL_ARB_texture_env_add
    GL_ARB_texture_env_combine
    GL_ARB_texture_env_crossbar
    GL_ARB_texture_env_dot3
    GL_ARB_texture_filter_anisotropic
    GL_ARB_texture_filter_minmax
    GL_ARB_texture_float
    GL_ARB_texture_gather
    GL_ARB_texture_mirror_clamp_to_edge
    GL_ARB_texture_mirrored_repeat
    GL_ARB_texture_multisample
    GL_ARB_texture_non_power_of_two
    GL_ARB_texture_query_levels
    GL_ARB_texture_query_lod
    GL_ARB_texture_rectangle
    GL_ARB_texture_rg
    GL_ARB_texture_rgb10_a2ui
    GL_ARB_texture_stencil8
    GL_ARB_texture_storage
    GL_ARB_texture_storage_multisample
    GL_ARB_texture_swizzle
    GL_ARB_texture_view
    GL_ARB_timer_query
    GL_ARB_transform_feedback2
    GL_ARB_transform_feedback3
    GL_ARB_transform_feedback_instanced
    GL_ARB_transform_feedback_overflow_query
    GL_ARB_transpose_matrix
    GL_ARB_uniform_buffer_object
    GL_ARB_vertex_array_bgra
    GL_ARB_vertex_array_object
    GL_ARB_vertex_attrib_64bit
    GL_ARB_vertex_attrib_binding
    GL_ARB_vertex_buffer_object
    GL_ARB_vertex_program
    GL_ARB_vertex_shader
    GL_ARB_vertex_type_10f_11f_11f_rev
    GL_ARB_vertex_type_2_10_10_10_rev
    GL_ARB_viewport_array
    GL_ARB_window_pos
    GL_ATI_draw_buffers
    GL_ATI_texture_float
    GL_ATI_texture_mirror_once
    GL_S3_s3tc
    GL_EXT_texture_env_add
    GL_EXT_abgr
    GL_EXT_bgra
    GL_EXT_bindable_uniform
    GL_EXT_blend_color
    GL_EXT_blend_equation_separate
    GL_EXT_blend_func_separate
    GL_EXT_blend_minmax
    GL_EXT_blend_subtract
    GL_EXT_compiled_vertex_array
    GL_EXT_Cg_shader
    GL_EXT_depth_bounds_test
    GL_EXT_direct_state_access
    GL_EXT_draw_buffers2
    GL_EXT_draw_instanced
    GL_EXT_draw_range_elements
    GL_EXT_fog_coord
    GL_EXT_framebuffer_blit
    GL_EXT_framebuffer_multisample
    GL_EXTX_framebuffer_mixed_formats
    GL_EXT_framebuffer_multisample_blit_scaled
    GL_EXT_framebuffer_object
    GL_EXT_framebuffer_sRGB
    GL_EXT_geometry_shader4
    GL_EXT_gpu_program_parameters
    GL_EXT_gpu_shader4
    GL_EXT_multi_draw_arrays
    GL_EXT_multiview_texture_multisample
    GL_EXT_multiview_timer_query
    GL_EXT_packed_depth_stencil
    GL_EXT_packed_float
    GL_EXT_packed_pixels
    GL_EXT_pixel_buffer_object
    GL_EXT_point_parameters
    GL_EXT_polygon_offset_clamp
    GL_EXT_post_depth_coverage
    GL_EXT_provoking_vertex
    GL_EXT_raster_multisample
    GL_EXT_rescale_normal
    GL_EXT_secondary_color
    GL_EXT_separate_shader_objects
    GL_EXT_separate_specular_color
    GL_EXT_shader_image_load_formatted
    GL_EXT_shader_image_load_store
    GL_EXT_shader_integer_mix
    GL_EXT_shadow_funcs
    GL_EXT_sparse_texture2
    GL_EXT_stencil_two_side
    GL_EXT_stencil_wrap
    GL_EXT_texture3D
    GL_EXT_texture_array
    GL_EXT_texture_buffer_object
    GL_EXT_texture_compression_dxt1
    GL_EXT_texture_compression_latc
    GL_EXT_texture_compression_rgtc
    GL_EXT_texture_compression_s3tc
    GL_EXT_texture_cube_map
    GL_EXT_texture_edge_clamp
    GL_EXT_texture_env_combine
    GL_EXT_texture_env_dot3
    GL_EXT_texture_filter_anisotropic
    GL_EXT_texture_filter_minmax
    GL_EXT_texture_integer
    GL_EXT_texture_lod
    GL_EXT_texture_lod_bias
    GL_EXT_texture_mirror_clamp
    GL_EXT_texture_object
    GL_EXT_texture_shadow_lod
    GL_EXT_texture_shared_exponent
    GL_EXT_texture_sRGB
    GL_EXT_texture_sRGB_R8
    GL_EXT_texture_sRGB_decode
    GL_EXT_texture_storage
    GL_EXT_texture_swizzle
    GL_EXT_timer_query
    GL_EXT_transform_feedback2
    GL_EXT_vertex_array
    GL_EXT_vertex_array_bgra
    GL_EXT_vertex_attrib_64bit
    GL_EXT_window_rectangles
    GL_EXT_import_sync_object
    GL_IBM_rasterpos_clip
    GL_IBM_texture_mirrored_repeat
    GL_KHR_context_flush_control
    GL_KHR_debug
    GL_EXT_memory_object
    GL_EXT_memory_object_win32
    GL_EXT_win32_keyed_mutex
    GL_KHR_parallel_shader_compile
    GL_KHR_no_error
    GL_KHR_robust_buffer_access_behavior
    GL_KHR_robustness
    GL_EXT_semaphore
    GL_EXT_semaphore_win32
    GL_KHR_shader_subgroup
    GL_KTX_buffer_region
    GL_NV_alpha_to_coverage_dither_control
    GL_NV_bindless_multi_draw_indirect
    GL_NV_bindless_multi_draw_indirect_count
    GL_NV_bindless_texture
    GL_NV_blend_equation_advanced
    GL_NV_blend_equation_advanced_coherent
    GL_NVX_blend_equation_advanced_multi_draw_buffers
    GL_NV_blend_minmax_factor
    GL_NV_blend_square
    GL_NV_clip_space_w_scaling
    GL_NV_command_list
    GL_NV_compute_program5
    GL_NV_conditional_render
    GL_NV_conservative_raster
    GL_NV_conservative_raster_dilate
    GL_NV_conservative_raster_pre_snap_triangles
    GL_NV_copy_depth_to_color
    GL_NV_copy_image
    GL_NV_depth_buffer_float
    GL_NV_depth_clamp
    GL_NV_draw_texture
    GL_NV_draw_vulkan_image
    GL_NV_ES1_1_compatibility
    GL_NV_ES3_1_compatibility
    GL_NV_explicit_multisample
    GL_NV_feature_query
    GL_NV_fence
    GL_NV_fill_rectangle
    GL_NV_float_buffer
    GL_NV_fog_distance
    GL_NV_fragment_coverage_to_color
    GL_NV_fragment_program
    GL_NV_fragment_program_option
    GL_NV_fragment_program2
    GL_NV_fragment_shader_interlock
    GL_NV_framebuffer_mixed_samples
    GL_NV_framebuffer_multisample_coverage
    GL_NV_geometry_shader4
    GL_NV_geometry_shader_passthrough
    GL_NV_gpu_program4
    GL_NV_internalformat_sample_query
    GL_NV_gpu_program4_1
    GL_NV_gpu_program5
    GL_NV_gpu_program5_mem_extended
    GL_NV_gpu_program_fp64
    GL_NV_gpu_shader5
    GL_NV_half_float
    GL_NV_light_max_exponent
    GL_NV_memory_attachment
    GL_NV_multisample_coverage
    GL_NV_multisample_filter_hint
    GL_NV_occlusion_query
    GL_NV_packed_depth_stencil
    GL_NV_parameter_buffer_object
    GL_NV_parameter_buffer_object2
    GL_NV_path_rendering
    GL_NV_path_rendering_shared_edge
    GL_NV_pixel_data_range
    GL_NV_point_sprite
    GL_NV_primitive_restart
    GL_NV_query_resource
    GL_NV_query_resource_tag
    GL_NV_register_combiners
    GL_NV_register_combiners2
    GL_NV_sample_locations
    GL_NV_sample_mask_override_coverage
    GL_NV_shader_atomic_counters
    GL_NV_shader_atomic_float
    GL_NV_shader_atomic_float64
    GL_NV_shader_atomic_fp16_vector
    GL_NV_shader_atomic_int64
    GL_NV_shader_buffer_load
    GL_NV_shader_storage_buffer_object
    GL_NV_shader_subgroup_partitioned
    GL_NV_stereo_view_rendering
    GL_NV_texgen_reflection
    GL_NV_texture_barrier
    GL_NV_texture_compression_vtc
    GL_NV_texture_env_combine4
    GL_NV_texture_multisample
    GL_NV_texture_rectangle
    GL_NV_texture_rectangle_compressed
    GL_NV_texture_shader
    GL_NV_texture_shader2
    GL_NV_texture_shader3
    GL_NV_transform_feedback
    GL_NV_transform_feedback2
    GL_NV_uniform_buffer_unified_memory
    GL_NV_vertex_array_range
    GL_NV_vertex_array_range2
    GL_NV_vertex_attrib_integer_64bit
    GL_NV_vertex_buffer_unified_memory
    GL_NV_vertex_program
    GL_NV_vertex_program1_1
    GL_NV_vertex_program2
    GL_NV_vertex_program2_option
    GL_NV_vertex_program3
    GL_NV_viewport_array2
    GL_NV_viewport_swizzle
    GL_NVX_conditional_render
    GL_NVX_linked_gpu_multicast
    GL_NV_gpu_multicast
    GL_NVX_gpu_multicast2
    GL_NVX_progress_fence
    GL_NVX_gpu_memory_info
    GL_NVX_multigpu_info
    GL_NVX_nvenc_interop
    GL_NV_shader_thread_group
    GL_NV_shader_thread_shuffle
    GL_KHR_blend_equation_advanced
    GL_KHR_blend_equation_advanced_coherent
    GL_OVR_multiview
    GL_OVR_multiview2
    GL_SGIS_generate_mipmap
    GL_SGIS_texture_lod
    GL_SGIX_depth_texture
    GL_SGIX_shadow
    GL_SUN_slice_accum
    GL_WIN_swap_hint
    WGL_EXT_swap_control
OpenGL pixel format: 8:8:8:8
OpenGL depth format: 24:8

GLSL version: 4.60 NVIDIA
GLSL max vertex uniforms: 4096 (4096)
GLSL max fragment uniforms: 4096 (4096)
GLSL max varyings: 124 (124)
GLSL max lights: 8 (8)
GLSL defines (4.6): #define USE_CLIP_VERTEX 1

Vertex/index buffer memory limit: 2048MiB
Starting workaround for fast running clocks
Using LWJGL timer.
Startup Phase - Initializing..
Initializing font texture for SansSerif (11). Texture Size: 512
Initializing font texture for SansSerif (11, italic). Texture Size: 512
Preloading builtin materials
Preloading builtin materials done
Setting up Collada Model Loader
Launching Collada Model Loader threads
Launching WOM Loader threads
Startup Phase - Setting up..
Loading window positions from C:\Users\USERNAME\wurm\players\Hypatia\windows_1680x1040.txt
Loading props file C:\Users\USERNAME\wurm\players\Hypatia\windows_1680x1040.txt
Gui initialized
Startup Phase - Preparing terrain...
Startup Phase - Connecting ..
Disabling Nagles
Writing to C:\Users\USERNAME\wurm\players\Hypatia\logs\_Event.2020-08.txt
Disabling Nagles
Writing to C:\Users\USERNAME\wurm\players\Hypatia\logs\Alliance.2020-08.txt
Writing to C:\Users\USERNAME\wurm\players\Hypatia\logs\CA_HELP.2020-08.txt
Writing to C:\Users\USERNAME\wurm\players\Hypatia\logs\GL-Freedom.2020-08.txt
Writing to C:\Users\USERNAME\wurm\players\Hypatia\logs\Freedom.2020-08.txt
Writing to C:\Users\USERNAME\wurm\players\Hypatia\logs\Trade.2020-08.txt
Login successful
Executing C:\Users\USERNAME\wurm\configs\default\autorun.txt
Starting update of login splash image...
Initializing font texture for SansSerif (12). Texture Size: 512
Water reflection offscreen size 840x520
Finished loading new login splash image!
Initializing font texture for SansSerif (11, bold). Texture Size: 512
Saving window positions to C:\Users\USERNAME\wurm\players\Hypatia\windows_1680x1040.txt
Saving props file C:\Users\USERNAME\wurm\players\Hypatia\windows_1680x1040.txt
Loading window positions from C:\Users\USERNAME\wurm\players\Hypatia\windows_1618x1027.txt
Loading props file C:\Users\USERNAME\wurm\players\Hypatia\windows_1618x1027.txt
Water reflection offscreen size 809x513
====== CLIENT CRASH ======
Unexpected crash Trying to create deed plan file
java.io.IOException: The system cannot find the file specified
    at java.io.WinNTFileSystem.createFileExclusively(Native Method)
    at java.io.File.createNewFile(Unknown Source)
    at class.eHNxFbQAQb.FZOk5L6Gfy(SourceFile:102)
    at class.eHNxFbQAQb.mMV5oPkCW(SourceFile:1094)
    at java.awt.event.InvocationEvent.dispatch(Unknown Source)
    at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
    at java.awt.EventQueue.access$500(Unknown Source)
    at java.awt.EventQueue$3.run(Unknown Source)
    at java.awt.EventQueue$3.run(Unknown Source)
    at java.security.AccessController.doPrivileged(Native Method)
    at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source)
    at java.awt.EventQueue.dispatchEvent(Unknown Source)
    at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
    at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
    at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
    at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
    at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
    at java.awt.EventDispatchThread.run(Unknown Source)
====== CLIENT CRASH ======
Unexpected crash Trying to save deed plan
java.io.FileNotFoundException: C:\Users\theBlack\Documents\TEST.MAP (The system cannot find the file specified)
    at java.io.FileOutputStream.open0(Native Method)
    at java.io.FileOutputStream.open(Unknown Source)
    at java.io.FileOutputStream.<init>(Unknown Source)
    at java.io.FileOutputStream.<init>(Unknown Source)
    at class.eHNxFbQAQb.FZOk5L6Gfy(SourceFile:116)
    at class.eHNxFbQAQb.mMV5oPkCW(SourceFile:1094)
    at java.awt.event.InvocationEvent.dispatch(Unknown Source)
    at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
    at java.awt.EventQueue.access$500(Unknown Source)
    at java.awt.EventQueue$3.run(Unknown Source)
    at java.awt.EventQueue$3.run(Unknown Source)
    at java.security.AccessController.doPrivileged(Native Method)
    at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source)
    at java.awt.EventQueue.dispatchEvent(Unknown Source)
    at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
    at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
    at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
    at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
    at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
    at java.awt.EventDispatchThread.run(Unknown Source)
 

 

Edited by Hypatia
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